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#include "libjin/jin.h"
#include "common/je_lua_object.h"
#include "common/je_lua_common.h"
#include "je_lua_sprite.h"
#include "je_lua_canvas.h"
#include "je_lua_texture.h"
#include "je_lua_shader.h"
#include "je_lua_animation.h"
using namespace JinEngine::Math;
using namespace JinEngine::Graphics;
using namespace JinEngine::Graphics::Shaders;
using namespace JinEngine::Graphics::Animations;
namespace JinEngine
{
namespace Lua
{
const char* Jin_Lua_Animation = "Animation";
LUA_IMPLEMENT inline Animation* checkAnimation(lua_State* L)
{
LuaObject* luaObj = luax_checkobject(L, 1, Jin_Lua_Animation);
return luaObj->getObject<Animation>();
}
LUA_IMPLEMENT int l_gc(lua_State* L)
{
LuaObject* p = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
p->release();
return 0;
}
// addFrame(frame)
LUA_IMPLEMENT int l_addFrame(lua_State* L)
{
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
Animation* animation = luaObj->getObject<Animation>();
LuaObject* luaSprite = (LuaObject*)luax_checktype(L, 2, Jin_Lua_Sprite);
Sprite* sprite = luaSprite->getObject<Sprite>();
animation->addFrame(sprite);
int i = animation->getFrameCount() - 1;
luaObj->setDependency((int)AnimationDependency::DEP_SPRITES + i, luaSprite);
return 0;
}
// addFrames(frames table)
LUA_IMPLEMENT int l_addFrames(lua_State* L)
{
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
Animation* shrAnimation = luaObj->getObject<Animation>();
if (!luax_istable(L, 2))
{
luax_typerror(L, 2, "sprites table");
return 1;
}
int n = luax_tableidxlen(L, 2);
for (int i = 1; i <= n; ++i)
{
luax_rawgeti(L, 2, i);
LuaObject* luaSprite = (LuaObject*)luax_checktype(L, -1, Jin_Lua_Sprite);
Sprite* sprite = luaSprite->getObject<Sprite>();
shrAnimation->addFrame(sprite);
int index = shrAnimation->getFrameCount() - 1;
luaObj->setDependency((int)AnimationDependency::DEP_SPRITES + index, luaSprite);
}
return 0;
}
LUA_IMPLEMENT int l_isLoop(lua_State* L)
{
Animation* shrAnimation = checkAnimation(L);
bool loop = shrAnimation->isLoop();
luax_pushboolean(L, loop);
return 1;
}
LUA_IMPLEMENT int l_getSpeed(lua_State* L)
{
Animation* shrAnimation = checkAnimation(L);
float speed = shrAnimation->getSpeed();
luax_pushnumber(L, speed);
return 1;
}
LUA_IMPLEMENT int l_getFrame(lua_State* L)
{
LuaObject* luaObj = (LuaObject*)luax_checktype(L, 1, Jin_Lua_Animation);
Animation* shrAnimation = luaObj->getObject<Animation>();
int i = luax_checkinteger(L, 2);
LuaObject* frame = luaObj->getDependency((int)AnimationDependency::DEP_SPRITES + i);
luax_getobject(L, frame);
return 1;
}
LUA_IMPLEMENT int getFrameCount(lua_State* L)
{
Animation* shrAnimation = checkAnimation(L);
int n = shrAnimation->getFrameCount();
luax_pushinteger(L, n);
return 1;
}
LUA_EXPORT void luaopen_Animation(lua_State* L)
{
luaL_Reg methods[] = {
{ "__gc", l_gc },
{ "addFrame", l_addFrame },
{ "addFrames", l_addFrames },
{ "isLoop", l_isLoop },
{ "getSpeed", l_getSpeed },
{ "getFrameCount", getFrameCount },
{ "getFrame", l_getFrame },
{ 0, 0 }
};
luax_newtype(L, Jin_Lua_Animation, methods);
}
} // namespace Lua
} // namespace JinEngine
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